Revision as of 02:44, 25 August 2011

Contents

History

The Aran is referred as a singular hero/heroine existing in the Maple World, but this does not mean that only one Aran character can ever be created. This is simply plot significance.

Aran was a hero/heroine of the past who fought for the Maple World against the Black Magician. Just before defeating the Black Magician along with the other heroes of Maple, the Black Magician used a last resort and put a curse on Aran that froze him/her in ice for a century. Thus, he/she forgot their memories and abilities.
Aran soon finds out that the Black Magician will come back to the Maple World very soon and is determined to defeat the Black Magician once and for all.

If you create an Aran, the new character will have a default tan skin. An Aran character starts in a flashback of the Aran's memories, where Aran is level 200 and possesses the legendary polearm, Maha. Aran has to help the people of Ossyria escape to Victoria (This explains what happened before the events at Altair Camp in Elin Forest). Aran awakes to find himself/herself in a tent and goes outside. Upon going outside, the setting resembles the Dragon's Forest in Minar, as well as having the same BGM as the map, as everything is ablaze. The refugees are lined up to board the boat that will let them flee from the tyrannical reign of the Black Mage. Athena, who is at the entrance of the boat, checks off the names of the passengers, a family notices a child is missing and the crowd starts to panic. Aran then resolves to find the child and goes back to find him. Being level 200 at the time, the Cornians and Skelegons in Aran's way will be used as tutorial material for introducing the Aran class' Combo Mechanic.
After rescuing the child and returning him back to the ship, the Aran tells Athena to leave without him/her and decides to help the other Maple Heroes in the final stand against the Dark Magician.

After Aran is cursed and sealed in ice as mentioned before, your Aran character truly starts when he/she is awakened by Lilin, a girl with a soft voice and long cyan-colored hair. The setting of the Aran's awakening is Rien, A cold climate much like El Nath, the reason for its cold climate amongst warmer places like Victoria would be the expansion of the Black Magician's curse which froze Aran. It is located off the coast of Lith Harbor and that is how Rien is reached. Arans are similar to warriors in their close-ranged attack prospect and the equipment they can use. Like a Cygnus Knight, in the selecting character screen there will be a bamboo-themed banner behind the character, identifying it as an Aran.

Example of the Combo System.

To make the Arans even more unique, they have a game mechanic that no other class gets to use: the Combo System. If the character has a polearm equipped they are able to increase their combo counter by continuously hitting monsters. As their combo counter increases, so does their damage, defense and movement speed. The Aran's strongest skills can be utilized by building up the Combo Counter and then utilizing the Combo Counts.
Aran-type characters are extremely powerful and amazing mobbers as all their attacks hit multiple monsters.

Skills

There are many skills that needs a certain amount of combos to use that particular skill. There are many many passive skills in that case, passive skills are usually the one that you can't put it onto a keyboard. The skills are very very useful as they attack up to 12 monsters and have HUGE range. The Aran lacks party skills, however, the only one being Combo Barrier.

Aran skills including their normal attack (hits a few enemies, increases with character growth) and double/triple swing (12 enemies) will divide the damage more or less unevenly between monsters, so that about 1000 damage (for example) on 5 monsters will hit for 100-400 damage per monster, but the total will still be about 1000--however, evidence shows that there is a slight increase by percentage of total damage for the number of monsters hit. This is not the case for skills such as Combo Smash/Peril/Tempest, which will count hits individually and not split the damage. The latter set of skills also have no MP cost, the only tradeoff for which is that using them cuts the combo count back down to 0. For this reason, the combo-requiring attack skills of Arans tend to be considered quite overpowered (In GMS, Combo Smash does the most damage of any skill in any job at level 50, potentially breaking 5000 damage per hit at level 1 easily).

In the Chaos Update, Aran is greeted with four new skills: Combo Recharge, Combo Judgement, Cleaving Blows and the Sudden Strike.

In a future update along with an expansion of the Temple of Time, shortly after the Legend Update has finished, Aran is again greeted with new skills and changes:

Freezes the enemy to make them vulnerable to damage. Inflicts high damage against boss monsters up to 4 consecutive times. In addition, damage of Combo Judgment will increase permanently. Can only be used when Combo Count reaches 200.